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crkhobbit

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Everything posted by crkhobbit

  1. I'm going to do my Thunderers in chaos black and go for the ghost-hunter theme that's mentioned in the book. Going to highlight the blacks with blues. I saw someone use Thunderhawk Blue to highlight black and it looked great. Can't remember the other colors though, so I need to do some testing.
  2. ...while the enemy model is within 3" of a Khemist and the lone fumigator of your 10 man unit.
  3. Don't forget that SCE look slightly worse than they should when looking at win percentages because there was a bold-faced obvious problem with Slaanesh. And Petrifex Elite is definitely "over-tuned", too. When you have two factions nearing 70% win rates, everything else gets artificially pushed down by some amount. So it's not quite as bad as it looks. Honestly, the SCE points increases right when Slaanesh came out were unfortunate due to the release of a couple of much strong factions at about the same time. Pre-Slaanesh/Bonereapers, Evocators were probably a little too cheap at 200 points. After, they could cost 180 and be fine. And SCE's Slaanesh match-up especially was/is disgustingly unbalanced. So if they can bring Slaanesh back under control in the meta, then SCE should fare a bit better on average.
  4. The sky is my terrain piece! <Firefly theme song playing in the background>
  5. I'm absolutely going to test Khemist/Bottle/WLV while allying in a Knight-Incantor and Comet. Vortex AND Comet cast into opponent's deployment on turn 1? Yes, please.
  6. 2-3 Gunhaulers 1 IC or Frigate 1 Thunderers 0-3 units of Wardens
  7. I think I may just be misremembering the Zilfin once per game hero phase move.
  8. I don't have the rules in front if me right now. But I seem to remember a rule somewhere that you let you charge in the hero phase. I think I dismissed because I couldn't think of a reason for it. But this would be a good reason for it! Hope I'm not misremembering.
  9. Yes he meant damage efficiency while garrisoned.
  10. I plan to test stacking fumigator with Khemist in a unit of 10. Might also test geminids, but probably will end up too close range to be comfortable. Considering lifeswarm as well.
  11. 140 points gets you Thundrik and the unit of 4. Great value imo.
  12. Mortar vs Rifle are dead even on damage versus a 4+ save. Rifle is better against 2+/3+ saves, and mortar is better against 5+/6+. Rifle has better range. But if you're shooting something within 3", then the mortar wins. If you're garrisoned, the mortar loses the +1 to hit, so the Rifle wins. So I guess it depends on what you're planning to do. If you're going to be on foot the whole game, a case can be made for the mortar, but I think it's still a toss-up. If you're going to be garrisoned the whole game, the rifle is better, but maybe still take one mortar just in case you get out. If you're planning to start garrisoned and then get out, you want at least one mortar. IMO, it's close enough that you probably can't go wrong. But the rifle looks like it's better in more situations due to the extra range, so I think I lean towards it.
  13. Pretty sure Thundrik isn't the one with the balloon anyway. It's one of the other guys. And since it's only one of them, the unit didn't get hitcher.
  14. I think the Decksweeper is worth maxing out as well. Agreed on one mortar though. And if they're going to be on foot, I think I want 2 fumigators.
  15. You can. For every 5 guys in the unit, you can take one each of the special weapons. 20 divided by 5 is 4. You have 4 sets of 5 guys in a unit of 20. So you can have up to 4 fumigators, up to 4 decksweepers, up to 4 aethercannons, and up to 4 mortars in a unit of 20. The rest will have rifles.
  16. Disengage is specifically for disengaging from combat. Running is a different thing, so the disengage rule wouldn't address it. If a model runs, it can't shoot. So the ship can't shoot. The units inside did not run, so there's nothing that says or implies that they can't shoot.
  17. I think this is a case of GW being GW. The units are "on" the battlefield. But the garrison rules about removing them from the battlefield are quite literal - as in, pick them up and take them off the table. They still count as being on the battlefield, but inside the garrison.
  18. Not sure I agree that these are auto-includes.
  19. Less drops than SCE is a low bar. But from memory I ran escort wing with ironclad, wardens with dirigible general, arks, 10 thunderers, navigator, and vortex. Which I think is five drops. (Bat, arks, arks, navigator, dirigible)
  20. I played against SCE, and I would call it unwinnable for them. I gave up first turn and lost the dirigible suit to ballistas. But then I focused fired their evocators and sequitors and heroes. By end of turn three, there was still all three ballistas, but they were engaged in melee with a gunhauler and arkanauts, and a unit of liberators. KO lost a unit of arks, half the other unit of arks, the dirigible suit, and 3 skywardens. Still had two gunhaulers, ironclad, 10 thunderers and a khemist, and 3 skywardens. Gonna reduce the skywardens to 3 or 0. Dirigible guy is probably not ideal for this list either. Ironclad didn't do as much damage as I'd hoped, but was still good. Considering upping the thunderers to 20 inside the ic.
  21. I, too, have played zero games and already determined the faction to be unplayable. JK, I played one test game yesterday and it was f'ing sick. I think the escort wing and iron sky attack are both good. I really want to take the last word on an ironclad, but I think that will just mean it never gets charged. Which maybe is great. So I was also considering the no overload with 20 thunderers. Maybe also Profiteers, and give the bottle to Thundrik.
  22. It's fine. You use one for shooting on your big output unit, like 10-20 thunderers in an ironclad or the ironclad itself. Then use one in combat phase against whatever is getting attacked. Then you use one in battleshock phase as needed.
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